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 Post subject: Item Wear and Repair System
PostPosted: Thu Jan 23, 2014 4:21 pm 
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In combat, there is a change that a telling blow by your weapon will slightly damage it. Also, when you are damaged, there is a chance that the impact will damage a piece of your armor (armor is defined as your armor, helmet, gloves/bracers, belt, or boots). If your item is damaged to 0 points, it will break and will be destroyed.

When you find an item, there are 2 things you should check for:
1) Current Charges: This is found in the item's specifications. It shows how many hit points your item currently carries. When damaged, this number decrements. If it reaches 0, the item breaks and is destroyed.
2) Maximum Charges: This is found in the item's text description. It shows how many hit points your item can possibly have when it is fully repaired.

To care for your weapons and armor, visit the local smith in your town. That NPC is able to repair, for a fee, your items to its fullest value. Player character dwarves and elves can repair items for less cost than what an NPC charges.

What's more, player character dwarves and elves can attempt to 'improve' arms and armor by increasing the maximum charges (hit points) that an item has, up to a certain maximum for that item's level. Using the Craft Armor or Craft Weapon skill, player character dwarves and elves can use the Forge of Repair. This activity is more costly than just repairing an item and failure costs gold as well.

If you purchase an item from another player, make sure you examine these two pieces of information to understand the quality and condition the item is in and have a sense of whether or not you will be required to 'repair' the item just after purchasing it.

If you examine your weapon and armor and it DOES NOT have either a "Maximum charge" as the last line in the description, nor a number of 'Charges' identified in the item properties, then the item has not yet been evaluated for its condition.

To have an item be evaluated, either use it in combat (a risky proposition, as if it is in poor condition, it might break) or have have it repaired by the smith (or a PC). This process will evaluate it and ascribe the item's quality onto the description.

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 Post subject: Re: Item Wear and Repair System
PostPosted: Thu Jan 23, 2014 4:31 pm 
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Further...

Items found or purchased will have different quality levels. One sword found may have maximum hit points of 10 and current hit points (charges) of 4. Another sword of the same type may have maximum hit points of 12 and current hit points of 6. Both are in need of repair to get their current hit points (charges) to match their maximum hit points.

These levels of Maximum hit points are assigned based upon the item's level. Higher level weapons and armor will have more potential Maximum hit points.

PC dwarves and elves can attempt to add additional Maximum hit points, up to the highest number of hit points that an item of that level may have. For example, if, as in the above example, a sword with an identified Maximum of 10 hit points were to be improved, it could be improved up to 14 hit points by successful crafting by a dwarf or elf. That sword could not be improved any further.

However a 2nd level sword might be able to be improved to have more Maximum hit points.

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 Post subject: Re: Item Wear and Repair System
PostPosted: Mon Feb 10, 2014 12:37 pm 
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After playtesting, there have been some modifications in Arenthyor's Wear and Repair system that should not only double the duration that a 'hit point' lasts on an item, but also reduces the damage scale potential, which will significantly increase the life expectancy of an item.

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 Post subject: Re: Item Wear and Repair System
PostPosted: Tue Feb 11, 2014 2:18 am 
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That thief of a dwarf just charged me 675gp to repair a cloth outfit costing a handful of gold when new. (No advance warning about the cost.)
I dare say Laomedon will just buy new threads, from now on. lol


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 Post subject: Re: Item Wear and Repair System
PostPosted: Tue Feb 11, 2014 11:19 am 
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Wel, that is certainly egregious!

Mundane clothing seems to be an area I did not consider, so will definitely need to add that in and reflect it in a cost that makes sense relative to the purchase price of the item. When we're online next, I'll refund that lost gold (or if you see one of the other DMs on, ask them to do it).

I was actually planning today to work on some enhancements to it so that it did have an option to:
1) Review the cost of the repair before purchasing
2) Partially repair an item (currently, unless you have the gold to afford a full repair, it won't proceed)

I'll also take a look at the costing methodology and see what changes I can make to how it approaches clothing.

Thanks for letting me know!

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 Post subject: Re: Item Wear and Repair System
PostPosted: Tue Feb 18, 2014 9:47 pm 
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A few updates to the Wear and Repair system have gone into effect:

    Updated costs: Repair costs now scale with the value/level of the item being repaired. Also, mundane clothing and helmets will be repaired for a very small sum.
    Field Repair item: Is your item nearing its breaking point while you're deep in a dungeon? Fear not, for now the smith has created pre-packed salves, ungents, and patches that can help add a bit more life to your item that will give you a bit more wear and tear. Field Repair kits can be purchased that will add +4 points to your item (up to its maximum). These kits are expensive, though, and will only work for items up to a certain level (you can't fix a level 6 item with the Field Repair kit for a level 5 item).
    Specify partial repair: Can't afford a full repair? Now you can specify how many points you would like added to your item.
    Cost before committing - Find out just how much the repair will cost.

Other code efficiency changes and edits to improve the experience.

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